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Black Gloves for the Doomguy

   (41 reviews)
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About This File

This is a simple graphics replacement that gives the Doomguy black gloves, much (or really exactly) like the ones Scuba Steve uses in a lot of his guns. They look quite badass, in my opinion. I made 'em all from scratch by modifying the regular gloves. I also threw in redglov.wad, just for laughs and giggles. It's the result of a mistake I made during the black glove thing. They're reddish-black, but it changes a lot from sprite to sprite. Enjoy everybody.


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Mang Scoos

  

I like this color more than the original gloves

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Walter confetti

  

Pretty amazing work for these gloves recolor!

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dg93

  
nice gloves!

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Guest

Unknown date

  
if i was going to use black gloves in doom, these are the ones i'd use!

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Guest

Unknown date

  
Great stuff.

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Guest

Unknown date

  
"I made 'em all from scratch by modifying the regular gloves" - well, you didn't make them from scratch then, did you? Hmm? Anyway, this is exactly what it says, and it's pretty good. The Doom marine becomes a kind of 1980s serial killer with his black gloves. It still doesn't fix the goof whereby the punching fists are ungloved, though.

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Guest

Unknown date

  
Awesome! *****

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Guest

Unknown date

  
GENIUS

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Guest

Unknown date

  
They are pretty nice black gloves, and despite what the reviews said, the red ones aren't that bad either. You fags just aren't used to it :P ****

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Doomkid

Unknown date

  
Ugh, the fist being ungloved is not a "goof", he quickly takes them off to use the brass knuckles! Anyway, this looks really good.

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Memfis

Unknown date

  
nice clean work

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Guest

Unknown date

  
I was honestly expecting you to have traced over existing sprites in MS Paint or something. But when I read the comments and then downloaded this, I was pleasantly surprised. All you've done is recoloured the existing gloves in photoshop or something but they actually look very good and I almost never play Doom without this wad loaded. Very nice. 5/5

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Guest

Unknown date

  
Don't clame to have 'made them from scratch' when all you did was edit the color. That is -not- making em from scratch.. only if you re-drew them pixel by pixel (and copying isn't from scratch eacher) and drew them you're own way could they be..

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Guest

Unknown date

  
OH FUCK I'M GOING TO CUM FUCKING BUCKETS ALL OVER THIS NICELY FURNISHED ROOM. Now I'm editing all the weapons mods I have on my HD to have black gloves.

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Guest

Unknown date

  
This is even more interesting considering that Doomguy on the box art for Doom 1 and UDoom had black gloves. 5'd for making the actual game more like the box art.

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Guest

Unknown date

  
Nice,hitman mode off (on)

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Guest

Unknown date

  
nice stuff

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Guest

Unknown date

  
I think this wad is quite bad-ass, and it gets even more badass with doom 3 sounds (qdoom3snd.wad)!

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Guest

Unknown date

  
Both of the glove sets are pretty good. It makes me wish I could see the gloves for all the weapons.

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Guest

Unknown date

  
WOW!!!!!!!!!!

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Guest

Unknown date

  
4/5 for the smooth execution of the interesting idea, it's not just some lame MSPaint wad and it's not trying to be overly special.

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Guest

Unknown date

  
this is an orgasm in a doom wad

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Guest

Unknown date

  
shit

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Guest

Unknown date

  
Nice! I like both glove colors! 5/5!

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Guest

Unknown date

  
Might as well since I love customizing Skulltag.

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  • File Reviews

    • By slef · Posted
      Amazing this is still floating around on the interwebs!! I have downloaded them all again and firing up ZDoom for a trip back.   Maybe it's time I finish this series? Thanks for the kind feedback @Doomkid ... I made this when I was 15 or 16 and obviously full of teen angst, at least that seems apparent from the language in the readme.
    • By Forli · Posted
      I'm just writing this review to let everyone know that you are supposed to run this choosing the original plutonia as the iwad and not doom2, or else (on zdoom at least) the plutonia textures will be shown as black and the midtextures will not be drawn at all, causing confusion since the blocking lines are still there. I made that mistake the fist time I played this wad.
    • By Herefornow · Posted
      We need a full remake of doom 1, but in a doom 3 style.
    • By kfpopeye · Posted
      Expected more from the makers of Plutonia. The use of an all black texture almost everywhere didn't do much for me and the use of player blocking lines just made it confusing when running from a horde. Couldn't pass level 29 without using no clipping because the final steps were too high.
    • By 666shooter · Posted
      [HMP, Continuous w/ pistol-start mindset, regular saves]   I went into Requiem with relatively low expectations. Having not been thrilled by the Memento Mori series and having just come off playing the superb Alien Vendetta, I expected a solid if relatively forgettable megawad with desgin concepts in the old school. In many ways I was pleasently surprised: solid map design through about the first 20 maps, a Quake homage in Map 31 that made me smile, a few obnoxious encounters due to tight spacing and poor distribution of the Sshotgun, okay, but better city levels than the IWAD, so that was nice. Map 15 was frustrating to navigate and Map 18 actually forced me to restart since I saved after the red key, but no real bs otherwise. But then came Map 21: Be warned, it is possible to softlock yourself out of the lift in the X room if you are backtracking; upon restarting I found the switch to lower the panel in front of the red door did not work and remained "active" and non-function despite repeated Uses. I would recommend an updated version of this map because this simply wasn't acceptable. (For reference, I was running this with GZDoom 4.1.3; your mileage may vary.) Nor was Map 24, as commented below. After the grueling and frustrating Map 23, this almost made me want to stop playing the Wad or at least skip this one, which would be a first for me. Not enough ammo, revenants and a few more revenants, the only nice thing I have to say about this debacle is you will learn just how effective (of often inneffective) that stupid chainsaw can be against enemies that can do over 40% damage in one hit. Not. Good. Design. But there is hope, as Map 27 is one of the nicest vanilla Maps I've seen in one of these older Wads (The Labs of MM 1 notwithstanding), and its winding journey almost redeems the package to the finish. The unfortunate and clumsy Icon of Sin encounter at the end of Map 23 aside, I found the final map mercifully short and I appreciate the little bit of lore in the text file giving us a semblence of an "alternative" final boss. Overall, worth checking out for several of the maps here. A compliment to map 20 while I'm here- short, sweet, and nice outdoor environment design w/ vanilla assets not unlike Scythe meets Plutonia. A few bumps with the weapon placement and some points off for 21 and 24, but a solid recommendation going in forewarned.  
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